Understanding how people explore immersive virtual environments is crucial for many applications, such as designing virtual reality (VR) content, developing new compression algorithms, or learning computational models of saliency or visual attention. Whereas a body of recent work has focused on modeling saliency in desktop viewing conditions, VR is very different from these conditions in that viewing behavior is governed by stereoscopic vision and by the complex interaction of head orientation, gaze, and other kinematic constraints. To further our understanding of viewing behavior and saliency in VR, we capture and analyze gaze and head orientation data of 169 users exploring stereoscopic, static omni-directional panoramas, for a total of 1980 head and gaze trajectories for three different viewing conditions. We provide a thorough analysis of our data, which leads to several important insights, such as the existence of a particular fixation bias, which we then use to adapt existing saliency predictors to immersive VR conditions. In addition, we explore other applications of our data and analysis, including automatic alignment of VR video cuts, panorama thumbnails, panorama video synopsis, and saliency-basedcompression.
Fig. 1. We add parallax for 360 • videos, for viewing in virtual reality head-mounted displays (HMDs). This translates into a more compelling viewing experience, as our user studies confirm. Left: Captured point of view as shown in the HMD (top), and a novel view as the user moves their head (bottom); this novel view is generated with our method and was not captured by the camera. Right, top row: Straightforward approaches based on image-based rendering do not work well due to suboptimal quality of the depth information. Original view (left) captured with the GoPro Odyssey, and a close-up of novel views generated with three different methods (right): (A) naive reprojection of RGB information, (B) naive handling of disocclusions, and (C) our method, relying on a robust layered representation. Right, bottom row: We also propose a depth map improvement step to correct for errors that have a high impact on reprojection. Original view (left) from a YouTube video (https://youtu.be/iWyvlkWYXhY), and close-ups showing depth maps and a displaced view computed with them, for the original estimated depth map (top row), and for our improved depth map (bottom row).
Figure 1: Using our control space to achieve fast, intuitive edits of material appearance. We increasingly modify the metallic appearance of a fabric-like BRDF from the MERL database (red-fabric2), yielding intuitive changes in appearance by simply adjusting one of our perceptual attributes. Key to this ease of use and predictability of the results is our novel functionals, which map the coefficients of the first five principal components (PC) of the BRDF representation to the expected behavior of the perceptual attributes, based on a large-scale user study comprising 56,000 ratings. The rightmost plot shows the path followed by this edit in our control space. Other applications of our novel space include appearance similarity metrics, mapping perceptual attributes to analytic BRDFs, or guidance for gamut mapping. AbstractMany different techniques for measuring material appearance have been proposed in the last few years. These have produced large public datasets, which have been used for accurate, data-driven appearance modeling. However, although these datasets have allowed us to reach an unprecedented level of realism in visual appearance, editing the captured data remains a challenge. In this paper, we present an intuitive control space for predictable editing of captured BRDF data, which allows for artistic creation of plausible novel material appearances, bypassing the difficulty of acquiring novel samples. We first synthesize novel materials, extending the existing MERL dataset up to 400 mathematically valid BRDFs. We then design a large-scale experiment, gathering 56,000 subjective ratings on the high-level perceptual attributes that best describe our extended dataset of materials. Using these ratings, we build and train networks of radial basis functions to act as functionals mapping the perceptual attributes to an underlying PCA-based representation of BRDFs. We show that our functionals are excellent predictors of the perceived attributes of appearance. Our control space enables many applications, including intuitive material editing of a wide range of visual properties, guidance for gamut mapping, analysis of the correlation between perceptual attributes, or novel appearance similarity metrics. Moreover, our methodology can be used to derive functionals applicable to classic analytic BRDF representations. We release our code and dataset publicly, in order to support and encourage further research in this direction.
describe viewers' attentional behavior in VR. We believe the insights derived from our work can be useful as guidelines for VR content creation.
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